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Inside Direct3D (Dv-Mps Inside)
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131
Authors:
Peter J Kovach
,
Jeffrey Richter
BUY ON AMAZON
Cover
LOC Page
Acknowledgments
Foreword
Introduction
Dedication
Chapter 1 -- DirectX Fundamentals
The DirectX APIs
How Direct3D Works as a DirectX API
What You Need to Know to Use a DirectX API
The Direct3D Framework
Conclusion
Chapter 2 -- Windows Code for Direct3D Programs
How to Structure Your Windows Code
The Code So Far
Conclusion
Chapter 3 -- Setting Up DirectDraw for a Direct3D Program
DirectDraw and Multiple Monitors
Setting Up DirectDraw
Creating a Structure to Hold the Enumerated Devices
Enumerating the DirectDraw Devices
Creating a DirectDraw Object
Enumerating the Display Modes
Enumerating the Direct3D Devices
Picking a Direct3D Device
Initializing DirectDraw with the CD3DFramework7 Object
Setting the Cooperative Level
Creating Surfaces
Flipping the Surfaces
The Code So Far
Conclusion
Chapter 4 -- Direct3D for DirectX Applications
Direct3D Immediate Mode Objects and Interfaces
Creating an Immediate Mode Application
The Code So Far
Conclusion
Chapter 5 -- Direct3D Vertices and the Transformation and Lighting Pipeline
Overview of the TL Pipeline
Vertices
Setting Up the TL Pipeline Matrices
The Viewport
Lighting
The Code So Far
Conclusion
Chapter 6 -- Rendering 3D Primitives
The BeginScene and EndScene Methods
Indexed and Nonindexed Primitives
The DrawPrimitive Methods
Primitive Types
Setting Render States
Interpolants: Gouraud Shading and Specular Lighting
Creating a 3D Application
The Code So Far
Conclusion
Chapter 7 -- Keyboard and Joystick Input
Creating a DirectInput Object
Getting the Keyboard, the Mouse, or the Joystick
Force Feedback
Conclusion
Chapter 8 -- Texturing
Texture Coordinates
Creating Texture Surfaces
Texture Management
Texture Compression
Mipmaps
Texture Filtering
Texture Interface Pointers
Texture Stages
Texture Blending
Texture-Addressing Modes
Texture Wrapping
The Code So Far
Conclusion
Chapter 9 -- Fog
Fog Formulas
Setting Up Fog
Pixel Fog
The Code So Far
Conclusion
Chapter 10 -- Alpha Blending
Blending with the Frame Buffer
Special Effects
Alpha Testing
Color-Key Transparency
Alpha-Capable Palettized Textures
Texture Stages Using Alpha
Legacy Blending Modes and Texture Stages
Premultiplied vs. Nonpremultiplied Alpha
The Code So Far
Conclusion
Chapter 11 -- Light Mapping and Environment Mapping
Light Mapping
Environment Mapping
The Code So Far
Conclusion
Chapter 12 -- Stencil Buffers
Creating a Stencil Buffer
Clearing a Stencil Buffer
Configuring the Stenciling State
Creating Effects
The ShadowVol and ShadowVol2 Demos
The Code So Far
Conclusion
Chapter 13 -- Loading and Animating 3D Models
Animated Characters
Loading and Handling RoadRage Models
The Code So Far
Conclusion
Chapter 14 -- Optimizing a Direct3D Application
The Direct3D Framework
Conserving Texture Memory
Enhancing Your 3D Effects
Optimizing Your Geometry Handling
Minimizing Resources
Conclusion
Chapter 15 -- Integrating DirectPlay
DirectPlay Concepts
Getting Started
The Multiplayer Connect Dialog Box
The Multiplayer Games Dialog Box
DirectPlay Messages
The Code So Far
Conclusion
Chapter 16 -- Conclusion
Games
Simulation and Virtual Reality
Good Luck and Enjoy
About the Author
About This Electronic Book
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131
Authors:
Peter J Kovach
,
Jeffrey Richter
BUY ON AMAZON
A Practitioners Guide to Software Test Design
Section II - White Box Testing Techniques
When to Stop Testing
Section V - Some Final Thoughts
Appendix A Brown & Donaldson Case Study
Appendix B Stateless University Registration System Case Study
Postfix: The Definitive Guide
Prerequisites
The Postfix Queue
Common Problems
The Nature of Spam
Appendix B. Postfix Commands
MySQL Cookbook
Setting Environment Variables
Grouping by Expression Results
Generating a Report That Includes a Summary and a List
Choosing the Type for a Sequence Column
Using Transactions in Perl Programs
GO! with Microsoft Office 2003 Brief (2nd Edition)
Summary
Objective 4. Create Footers and Print Documents
Objective 8. Specify Numeric Criteria in a Query
Business Running Case
Introduction
Ruby Cookbook (Cookbooks (OReilly))
Testing Whether an Object Is String-Like
Generating Prime Numbers
Checking Whether an Object Has Necessary Attributes
Creating and Modifying XML Documents
Caching Expensive Results with MemCached
802.11 Wireless Networks: The Definitive Guide, Second Edition
11i: Robust Security Networks, TKIP, and CCMP
Management Architecture
The Original Direct Sequence PHY
Planning Access-Point Placement
Using Antennas to Tailor Coverage
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